Avernum 3 - Party FAQ

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Party Creation Guide
by Relle
tersian_iii@yahoo.com
http://www.terisan.com
Table of Contents
1. Introduction
2. Updates
3. Abbreviations
4. Party Building
4a. Races
4b. Classes
4c. Skills
4d. Useful Skills
4e. Special Skills
4f. Special Abilities
4g. Character Traits
5. Recruitable NPCs
5a. Hsska the Slith Priest
5b. Falko the Archer
5c. Carol the Mage
5d. Miranda the Warrior
6. Example Parties
6a. The Holy Consortium
6b. Archers Aplenty
6c. Magical Mischief
6d. The Lone Hero
6e. The Weaklings
7. Acknowledgements
8. Copyright Info
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1. Introduction
===============================================================================
The Avernum trilogy is a remake of the Exile trilogy of games, which is in
itself a major throwback to old-style gameplay. The monsters are tough, the
gold is scarce, and the world is big. There are no cutscenes to watch, nor
fancy FMV or impressive voicework. Just a game. A game, I might add, that is
one of the better hidden gems on the PC and Mac. Before modern RPGs with their
complex polygons and pages of text to sort through (Morrowind, I'm looking at
you...) Avernum came along. This title has all the advantages of modern games,
such as a huge world to explore, quests to undergo and many, many monsters to
kill. So, if I've managed to tickle your fancy, read on and prepare to save
the world. This particular FAQ includes a guide for party creation. I'll
be including a few example parties not in my full walkthrough, as well as a
recommended way of getting through the game with said party.
===============================================================================
2. Updates
===============================================================================
0.50 - I wrote up most of the party combinations I could think of, but there
are certainly more out there. Anyone wants to send me one, they'll be credited
for it. I just need to add in the other two recruitable NPCs to be fully
complete.
0.75 - Added Carol. I still need some ideas for parties other than all of
one particular class.
0.80 - Still need party ideas, though I came up with one on my own. Added the
Special Abilities section.
1.00 - I've finally recruited Miranda and this guide is pretty much complete.
The only things I could possibly add are more party ideas, which will come
sparingly unless I get some e-mails, people! Hint, hint!
1.02 - Whoops, messed up on Miranda's stats. They're fixed now. Also wrote in
how to cure her Dread Curse.
===============================================================================
3. Abbreviations
===============================================================================
HP: Health/Hit Points
SP: Spell Points
STR: Strength
DEX: Dexterity
INT: Intelligence
END: Endurance
MEL: Melee Weapons
POL: Pole Weapons
BOW: Bows
THR: Thrown Missiles
HRD: Hardiness
DEF: Defense
ASS: Assassination
MAG: Mage spells
PRI: Priest spells
ARC: Arcane Lore
POT: Potion Making
TUS: Tool Use
NLO: Nature Lore
AID: First Aid
LCK: Luck
BAR: Barter
ANT: Anatomy
HRB: Find Herbs
GYM: Gymnastics
PAT: Pathfinder
MGR: Magery
RES: Resistance
CUR: Dread Curse
VAH: Vahnatai Lore
PAR: Parry
MC: Mind Crystal
===============================================================================
4. Party Building
===============================================================================
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4a. Races
-------------------------------------------------------------------------------
*** Human ***
Humans have no special advantages, but also no XP penalty. Something to
consider is the surface world has long been paranoid around otherwise outlandish
races such as the Nephilim and Slithzerikai. Having a party of all humans will
help you out in certain situations with the more 'specist' people of Valorim,
but it will also bar you from some events in the game. Some surface Nephilim,
for example, will only help you if you have a Nephilim in your party. While
the lack of a XP penalty is tempting, I would recommend you take a human for a
designated healing character or any other class that won't see a lot of direct
combat.
*** Nephilim ***
These folk are a race of cat-people (unfortunately, there are no anime-style
catgirls...a shame). They get a bonus when using ranged weapons, so if you're
making up a long-distance fighter, you'll want yourself a Nephilim. They also
get a bonus to their dexterity and action points (AP) which allow them to move
more during combat. They do carry with them a 10% XP penalty, so bear that in
mind.
*** Slithzerikai ***
Wow, that's a mouthful. The Slith are a race of lizard-people, and not only
are they resistant to fire damage, they also get a bonus on their to-hit stat
when using a pole weapon (halberds, spears, etc.) That bonus starts at +15%
to-hit at level 1, and increases by 5% every eight levels, except for the first
bonus, which is gained after seven levels. Here's the general chart:
Level 1: +15%
Level 8: +20%
Level 16: +25%
Level 24: +30%
Level 32: +35%
Level 40: +40%
And so on. However, the use of some pole weapons prevents you from using
shields, so it's something of a trade-off. Another thing to consider is the
paranoia surrounding the Slith. You'll be thrust into combat more often if
a Slith is in your party, but more enemies means more XP, which a Slith
character will need.
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4b. Classes
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*** Soldier ***
Soldiers received excellent military training on the surface, the best the
Empire had to offer. They're very good with all sorts of weapons.
--------------------------------
Base Skills Default Stat
--------------------------------
Strength: 4
Dexterity: 4
Intelligence: 2
Endurance: 5
--------------------------------
Weaponry Skills Default Stat
--------------------------------
Melee Weapons: 4
Pole Weapons: 3
Bows: 1
Thrown Missiles: 0
Hardiness: 2
Defense: 2
Assassination: 0
--------------------------------
Magical Skills Default Stat
--------------------------------
Mage Spells: 0
Priest Spells: 0
Arcane Lore: 1
Potion Making: 0
--------------------------------
Useful Skills Default Stat
--------------------------------
Tool Use: 2
Nature Lore: 2
First Aid: 2
Luck: 0
Unused Skill Points: 8
Default Character Traits: Elite Warrior
*** Berserker ***
Berserkers are wild swordsmen from the remote areas of the Empire. Their
wildness tends to get them dumped into Avernum. They're extremely hardy and
their sword skill is unmatched.
--------------------------------
Base Skills Default Stat
--------------------------------
Strength: 4
Dexterity: 4
Intelligence: 2
Endurance: 6
--------------------------------
Weaponry Skills Default Stat
--------------------------------
Melee Weapons: 5
Pole Weapons: 0
Bows: 1
Thrown Missiles: 1
Hardiness: 2
Defense: 2
Assassination: 0
--------------------------------
Magical Skills Default Stat
--------------------------------
Mage Spells: 0
Priest Spells: 0
Arcane Lore: 1
Potion Making: 0
--------------------------------
Useful Skills Default Stat
--------------------------------
Tool Use: 2
Nature Lore: 2
First Aid: 1
Luck: 0
Unused Skill Points: 8
Default Character Traits: None
*** Cleric ***
A Cleric is a priest in one of the faiths disapproved by the Empire. They
have excellent healing and protective skills, although they often end up having
to use them in Avernum.
--------------------------------
Base Skills Default Stat
--------------------------------
Strength: 2
Dexterity: 2
Intelligence: 5
Endurance: 5
--------------------------------
Weaponry Skills Default Stat
--------------------------------
Melee Weapons: 3
Pole Weapons: 0
Bows: 0
Thrown Missiles: 1
Hardiness: 0
Defense: 2
Assassination: 0
--------------------------------
Magical Skills Default Stat
--------------------------------
Mage Spells: 0
Priest Spells: 4
Arcane Lore: 6
Potion Making: 4
--------------------------------
Useful Skills Default Stat
--------------------------------
Tool Use: 1
Nature Lore: 1
First Aid: 3
Luck: 0
Unused Skill Points: 8
Default Character Traits: None
*** Sorcerer ***
Sorcerers are practitioners of the wizardly arts. Their spells are powerful,
both on offensive and defensive. Alas, because of their dangerous research
and eccentricities, they tend to be sent down into Avernum.
--------------------------------
Base Skills Default Stat
--------------------------------
Strength: 2
Dexterity: 2
Intelligence: 6
Endurance: 5
--------------------------------
Weaponry Skills Default Stat
--------------------------------
Melee Weapons: 1
Pole Weapons: 0
Bows: 0
Thrown Missiles: 0
Hardiness: 0
Defense: 0
Assassination: 0
--------------------------------
Magical Skills Default Stat
--------------------------------
Mage Spells: 5
Priest Spells: 0
Arcane Lore: 7
Potion Making: 2
--------------------------------
Useful Skills Default Stat
--------------------------------
Tool Use: 1
Nature Lore: 1
First Aid: 1
Luck: 0
Unused Skill Points: 8
Default Character Traits: None
*** Rogue ***
Rogues are nimble, good with swords, and able to handle locks and traps. They
also tend to walk off with things they don't own. Unsurprisingly, the Empire
loves to send them to Avernum.
--------------------------------
Base Skills Default Stat
--------------------------------
Strength: 3
Dexterity: 4
Intelligence: 2
Endurance: 6
--------------------------------
Weaponry Skills Default Stat
--------------------------------
Melee Weapons: 3
Pole Weapons: 0
Bows: 3
Thrown Missiles: 0
Hardiness: 2
Defense: 2
Assassination: 2
--------------------------------
Magical Skills Default Stat
--------------------------------
Mage Spells: 0
Priest Spells: 0
Arcane Lore: 1
Potion Making: 0
--------------------------------
Useful Skills Default Stat
--------------------------------
Tool Use: 6
Nature Lore: 2
First Aid: 0
Luck: 0
Unused Skill Points: 8
Default Character Traits: None
*** Archer ***
Archers were either hunters or trained members of the Empire army, highly
skilled with missile weapons. In the Empire army, a dishonorable discharge
tends to mean exile to Avernum.
--------------------------------
Base Skills Default Stat
--------------------------------
Strength: 2
Dexterity: 5
Intelligence: 2
Endurance: 6
--------------------------------
Weaponry Skills Default Stat
--------------------------------
Melee Weapons: 2
Pole Weapons: 1
Bows: 6
Thrown Missiles: 1
Hardiness: 2
Defense: 2
Assassination: 0
--------------------------------
Magical Skills Default Stat
--------------------------------
Mage Spells: 0
Priest Spells: 0
Arcane Lore: 1
Potion Making: 0
--------------------------------
Useful Skills Default Stat
--------------------------------
Tool Use: 4
Nature Lore: 1
First Aid: 0
Luck: 0
Unused Skill Points: 8
Default Character Traits: None
*** Rebel ***
Some people dare to rebel against the Empire. They have to be good at
everything if they want to survive, though they don't have the freedom to excel
at one thing. A rebel tends to have some skill with weapons, traps, and lore.
--------------------------------
Base Skills Default Stat
--------------------------------
Strength: 4
Dexterity: 4
Intelligence: 2
Endurance: 5
--------------------------------
Weaponry Skills Default Stat
--------------------------------
Melee Weapons: 2
Pole Weapons: 2
Bows: 2
Thrown Missiles: 2
Hardiness: 2
Defense: 2
Assassination: 1
--------------------------------
Magical Skills Default Stat
--------------------------------
Mage Spells: 0
Priest Spells: 0
Arcane Lore: 3
Potion Making: 2
--------------------------------
Useful Skills Default Stat
--------------------------------
Tool Use: 4
Nature Lore: 1
First Aid: 2
Luck: 1
Unused Skill Points: 8
Default Character Traits: None
*** Hedge Wizard ***
Hedge wizards tend to live in remote villages of the Empire, where they help
the locals with their magical skills. This sort of character is good at magery,
has a little bit of training in Priest spells, and has had a bit of practice
making potions.
--------------------------------
Base Skills Default Stat
--------------------------------
Strength: 2
Dexterity: 2
Intelligence: 5
Endurance: 5
--------------------------------
Weaponry Skills Default Stat
--------------------------------
Melee Weapons: 1
Pole Weapons: 0
Bows: 0
Thrown Missiles: 1
Hardiness: 1
Defense: 0
Assassination: 0
--------------------------------
Magical Skills Default Stat
--------------------------------
Mage Spells: 3
Priest Spells: 3
Arcane Lore: 5
Potion Making: 5
--------------------------------
Useful Skills Default Stat
--------------------------------
Tool Use: 2
Nature Lore: 1
First Aid: 1
Luck: 0
Unused Skill Points: 8
Default Character Traits: None
*** Shaman ***
Shamans are the priests of the back hills. A shaman isn't quite as good at
spells as a cleric, but makes up for it with weaponry and knowledge of herbs.
Shamans are hardy folk, but their wildness tends to make them run afoul of the
Empire.
--------------------------------
Base Skills Default Stat
--------------------------------
Strength: 3
Dexterity: 3
Intelligence: 4
Endurance: 5
--------------------------------
Weaponry Skills Default Stat
--------------------------------
Melee Weapons: 3
Pole Weapons: 1
Bows: 0
Thrown Missiles: 0
Hardiness: 0
Defense: 0
Assassination: 0
--------------------------------
Magical Skills Default Stat
--------------------------------
Mage Spells: 0
Priest Spells: 3
Arcane Lore: 5
Potion Making: 5
--------------------------------
Useful Skills Default Stat
--------------------------------
Tool Use: 2
Nature Lore: 1
First Aid: 1
Luck: 0
Unused Skill Points: 8
Default Character Traits: None
*** Custom ***
Skilled Avernum players can make their own custom characters. Custom characters
start with 65 skill points you can allocate to make your ideal adventurers.
--------------------------------
Base Skills Default Stat
--------------------------------
Strength: 2
Dexterity: 2
Intelligence: 2
Endurance: 3
--------------------------------
Weaponry Skills Default Stat
--------------------------------
Melee Weapons: 0
Pole Weapons: 0
Bows: 0
Thrown Missiles: 0
Hardiness: 0
Defense: 0
Assassination: 0
--------------------------------
Magical Skills Default Stat
--------------------------------
Mage Spells: 0
Priest Spells: 0
Arcane Lore: 1
Potion Making: 0
--------------------------------
Useful Skills Default Stat
--------------------------------
Tool Use: 1
Nature Lore: 0
First Aid: 0
Luck: 0
Unused Skill Points: 65
Default Character Traits: None
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4c. Skills
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*** Base Skills ***
Strength - This enhances your maximum carrying capacity and provides damage
bonuses to melee attacks depending on how much of this stat you have. Fighters
should have at least five to start, while magic-users can get away with 2-3.
Dexterity - The more of this you have, the faster your turn will come up in
combat. Think of it as your 'speed' or 'agility' stat. It can also give a
to-hit bonus for your weapons. Plus, a high dexterity means it'll be harder
for enemies to land an attack on you. Every class benefits from a little of
this skill.
Intelligence - Magic-users should focus on this skill. More intelligence means
more spell points, resistance to various negative magical effects, and can
improve the effectiveness of your spells. Magic-users should get as much of
this as possible. Fighters should start with 2-3 to save on skill points, and
improve it gradually over the course of the game so they're not charmed as
often.
Endurance - This controls your health points as well as some useful skills like
poison resistance. Every class should get at least some endurance. Make sure
each party member has at least 4 to start out, and put as many skill points
into this as you can.
*** Weaponry Skills ***
Melee/Pole/Bow/Thrown Weapons - These are all the same thing, but for different
classes of weaponry. Each level of a skill with a particular weapon improves
your chance to-hit by 5%. Therefore, six points of melee weapons would give
you a +30% to-hit for swords, daggers, etc.
Hardiness - A good skill, each level of hardiness has a chance of reducing
enemy weapon damage by 1. Magic-users especially should stock up a few points
of this skill.
Defense - This skill is a must. Each level of it reduces the enemy's chance
of hitting you with weapons by 5%. Every class type benefits from this skill,
so pick up a couple levels to start, then put points into it as you go.
Assassination - This skill should only be given to fighters, and not at first.
This potentially powerful skill lets you deal extra damage to enemies of a
lower level, so you shouldn't even bother with it till you're at level 5 or
so. The more points you have, the better your chances of doing extra damage.
*** Magical Skills ***
Mage/Priest Spells - Obviously these should only be given to designated magic
users. You can create a warrior/mage hybrid, but it will seriously tax your
skill points. The greater your mage/priest spell level, the more and better
spells you can cast. The higher this skill at creation, the more spells you
can cast at the beginning of the game. Eventually you should get one (mage or
priest) up to level 18+ so you can cast the best spells of the game.
Arcane Lore (INT/2) - Cheap and useful. You can get a few free levels with a
high intelligence stat. This skill is actually pooled amongst your party
members when called into use, meaning if your party members have 2, 4, 5 and
8 lore separately, the game will check against a total lore skill of 19.
With that in mind, spread this skill around your whole party rather than have
one member hog it all.
Potion Making (INT/4) - Very useful when you get recipes for the better potions.
Pick one party member at the start to learn this, because it does no good to
have several people able to make potions.
*** Useful Skills ***
Tool Use (DEX/2) - For thieves only. Obviously your other party members will
get a few points due to the base value (Dex/2) but like potion making, it does
no good to have multiple people carrying around lockpicks since the game will
only let one person pick locks at a time, and obviously you want the character
with the highest tool use to pick locks and disarm traps. Choose your thief
and pump up this skill for him/her over the course of the game.
Nature Lore (INT/4) - A high nature lore will let you avoid encounters with
monsters outdoors, which can be useful. It will also influence certain other
events in the game, so make sure one or more characters get a few points of
this skill.
First Aid (INT/4) - While first aid kits are at first cheap, eventually you'll
have the ability to make potions and cast some uber healing spells. You can
heal a lot of HP with a high first aid skill and the more powerful kits, but
if you're going to improve this skill, only do so with one party member.
Luck - I cannot stress how useful this skill is. While it may not seem like
much at first, a high luck can prevent you from dying after a mortal blow
numerous times. It can also influence many events in the game, so make sure
to get a few points in this for each character. The only downside is the
high cost.
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4d. Useful Skills
-------------------------------------------------------------------------------
The useful skills are actually more like your vital stats rather than the
tool use, etc. skills in the last section. These can only be increased by
putting points into your regular skills.
Health (END/2 * level) - Your HP. The base value is roughly 1/2 your endurance
times your level.
Spell Energy (3*(INT + MAG + PRI)) - Your spell points, or MP for you RPG buffs.
Poison Resistance (END + LCK + HRD/2) - How well you resist poisoning. Each
level improves your resistance by 5%.
Magic Resistance (LCK + MAG/2) - Like poison resistance, this helps protect you
from enemy magical spells. Each level gives you an additional 5%.
Willpower (INT + MAG/2 + PRI/2 + LCK) - This is a companion to magic resistance,
giving you 5% per level to resist charming, terror and other mental effects.
Resist Elements (DEX/4 + HRD/2 + LCK) - This gives you the ability to resist
such things as fire and ice magic and other forms of these deadly elements.
Each level increases your resistance by 5%.
Item Lore (INT/2 + MAG/2 + ARC) - Very often in this game you'll run across
items that are unidentified and therefore unusable. To identify them you'll
either have to pay for that privilege in the nearest town, or increase this
skill to automatically identify items.
Rune Reading (INT/2 + PRI/2 + ARC) - Like item lore, rune reading helps you
identify magic in spellbooks around the game. You'll need a lot of this skill
if you want to unlock the secrets behind the more powerful magics in the game.
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4e. Special Skills
-------------------------------------------------------------------------------
Special skills are only available from particular teachers. They can't be
learned normally, and some can only be improved by paying a teacher willing to
grant you the skill. More often than not, these special skills will require a
boatload of gold to learn. Included with the description is a list of where
you can learn the particular skill.
Anatomy - This will improve your first aid skill and let you do extra damage
against humanoid creatures like...well, humans.
Barter - Almost essential. The more of this skill you have, the better prices
you'll get when selling items to merchants.
Find Herbs - While wandering around, this skill will occasionally find you some
herbs for potion-making.
Gymnastics - Gymnastics acts as a combination of Defense and Dexterity. More
of this skill makes you harder to hit and lets you act faster in combat.
Magery (Erika's Tower) - This skill quite simply improves the effectiveness of
every spell you have. Erika will train you in this skill once your reputation
is high enough. It can't be improved in regular training halls.
Parry - A great skill, this will allow you to block a melee blow entirely.
Pathfinder (Shayder) - This is an innate and automatic version of the Safe
Travel spell. It will help you cross swamps and other hazardous terrain with
less or no negative effects. Meena in Shayder will teach you, but you must
find some graymold salve for Jed first. You can train this skill at any regular
training hall once you've bought at least one level from Meena.
Resistance - An all-in-one magic repellant. Unfortunately, it can't be trained
normally.
Vahnatai Lore (Ghikra) - Companion to item and arcane lore, this skill lets you
decipher various Vahnatai spellbooks and writing around the game. It is taught
by one of the Crystal Souls in Ghikra.
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4f. Special Abilities
-------------------------------------------------------------------------------
Special abilities are used through the Use Ability button. The common ones
allow you to change your name or character graphic/sprite, or let you delete
a character. Others are more rare, and some can only be used sparingly.
Call Spirit - Summons a ghost-type monster to help you. The higher your level,
the stronger the monster. Usable only once per day.
Delete this Character - Self-explanatory. Be very sure you want to do this,
because IT IS PERMANENT!
Divine Aid - The user becomes very powerful. Various stats are temporarily
increased. Usable only once per day.
Go Berserk - Causes the same effect as War Blessing level 2. Blesses and makes
the person who uses it harder to hit. Usable only once per day.
Make a Potion - Only characters with some Potion Making skill can use this.
You'll be given a list of potions whose recipes you've learned.
Natural Curing - Cures status afflictions like poison and disease on the user.
Usable only once per day.
Regenerate - Heals the user. The higher your level, the more HP will be healed.
Usable only once per day.
Restore Energy - Recharges the user's spell energy. The higher your level, the
more SP will be restored.
Ritual of Sanctification - This will purify evil altars, but at the cost of
half your HP. Usable only once per day.
Summon Beast - Allows you to summon a monster to your aid. The higher your
level, the better the monster. Usable only once per day.
Use First Aid - You must have some First Aid skill, and at least one kit. This
will allow you to perform non-magical healing on someone.
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4g. Character Traits
-------------------------------------------------------------------------------
Here you'll find the game's traits, which can give your characters a certain
advantage in exchange for a XP penalty, and in some cases, a bonus. You can
have, at maximum, two traits, but you can also opt to have none in order to
save on the XP penalties.
Great Renown (-10% XP) - This gives you a bonus to your reputation, which can
be useful in certain instances. However, there are various methods in which to
increase your reputation through quests and such, so you won't need this trait
after very long.
Nimble Fingers (-15% XP) - For thieves only. If you have a specially-designated
thief character, he/she should have this trait.
Beastmaster (-15% XP) - This gives you a special ability to summon a monster
once per day. The higher your level, the better the monster. I never saw a
real use for this, though at higher levels the monsters are good for a meat
shield.
Strong Will (-15% XP) - Helps you resist charming and the like. Useful if
you have a fighter-type character with low willpower.
Good Education (-15% XP) - This helps you when reading spellbooks and such, so
in other words, it gives you a bonus to your rune reading skill. Considering
the other traits available, you'd be better off just putting a few skill points
into arcane lore.
Toughness (-20% XP) - Very useful. This will reduce damage from non-magical
attacks and provide additional resistance against poison and disease. The XP
penalty is a bit high, however. Give it to your magic-users, since they'll
need the protection. Fighting characters won't need it as much.
Fast on Feat (-20% XP) - Also a useful trait, your default action points will
be 5 instead of 4, which means you can have two melee or missile attacks
without moving. Only give this trait to one person because of the penalty,
though.
Natural Mage (-25% XP) - For mages and priests only, naturally. This should
be given to your mages immediately, since without it, they won't be able to
wear heavy armor. It also gives a bonus to all your spells, and this bonus
will increase as you gain levels. Not only that, but it will give you the
special ability Restore Energy, which will allow you to regain some spell
points once per day.
Elite Warrior (-30% XP) - Like natural mage, this is for your fighters. It
gives them bonuses for their to-hit and damage and increases with your level,
but you should skip it. Avernum 3 has a cap for the amount of damage you can
do, and all this will do is let you reach that cap sooner. In other words,
this trait won't help you late in the game, but the XP penalty will always be
there. You do gain the special ability, Battle Rage, but it's not that
important.
Divinely Touched (-40% XP) - This skill is a little bit of everything. While
the XP penalty is prohibitive, you gain small versions of the benefits from
all the above-mentioned traits. You'll also get the special abilities Call
Spirit, Regenerate, and Divine Aid. If you pick this skill, make sure you
pass on the second trait.
Cursed at Birth (+20% XP) - While the bonus to your XP is tempting, this
trait could cause certain penalties to various actions and get you killed.
Only take it if you happen to have a particularly high XP penalty and want
to level up faster.
Sickness Prone (+20% XP) - Basically, this is the anti-Toughness trait. You'll
be more susceptible to poison and disease, which isn't too bad considering all
the proper potions and spells to cure such things.
Sluggish (+30% XP) - This is something horrible. You receive a penalty to your
AP and your dexterity. Not something you want in this game.
Brittle Bones (+30% XP) - This isn't so bad for magic-users, since they should
avoid physical combat altogether. Combined with Natural Mage, you'll have a 5%
bonus to your XP, but you'll have to stay far away from the front lines.
Completely Inept (+40% XP) - Never take this. It will render a character
essentially useless. Of all the disadvantageous traits, only brittle bones
and sickness prone are acceptable as compensation for the positive traits.
===============================================================================
5. Recruitable NPCs
===============================================================================
There are four recruitable NPCs in this game. Each one will be a huge boon in
terms of power and abilities, but they can also make the game too easy due to
their sheer strength. They will almost always start out at a higher level than
your party, and will always have amazing skills. To recruit any NPC, you must
have an empty slot in your party, meaning you must delete or otherwise remove
one of your initially created party members. This can be done by either finding
a special room where you can store your party members (one is in Fort Emergence)
or delete them by clicking on Use Ability, then Delete this Character.
-------------------------------------------------------------------------------
5a. Hsska the Slith Priest
-------------------------------------------------------------------------------
Hsska can be found in New Formello. He is a priest by nature, though he starts
with very little in the way of magic depending on when you get him. His level
varies depending on your party's, but his minimum level is 9 and the strongest
he'll be is level 37. His stats don't change, though. To recruit him, take on
Ahsoth's quest. Upon completion, talk to Hsska to get him to join.
--------------------------------
Base Skills Default Stat
--------------------------------
Strength: 8
Dexterity: 5
Intelligence: 13
Endurance: 11
--------------------------------
Weaponry Skills Default Stat
--------------------------------
Melee Weapons: 5
Pole Weapons: 8
Bows: 0
Thrown Missiles: 1
Hardiness: 4
Defense: 3
Assassination: 0
--------------------------------
Magical Skills Default Stat
--------------------------------
Mage Spells: 0
Priest Spells: 12
Arcane Lore: 14
Potion Making: 9
--------------------------------
Useful Skills Default Stat
--------------------------------
Tool Use: 2
Nature Lore: 3
First Aid: 10
Luck: 7
--------------------------------
Special Skills Default Stat
--------------------------------
Find Herbs 1
Parry 3
Unused Skill Points: 8
Default Character Traits: Natural Mage
-------------------------------------------------------------------------------
5b. Falko the Archer
-------------------------------------------------------------------------------
Falko is an archer, and can be located standing guard on the northwest tower
in Krizsan. He won't join you until after you put an end to the slime plague.
He is primarily an archer, and makes an excellent thief due to his amazing
dexterity. He has no character traits, though. His level will be 13 at a
minimum, and 37 at max depending on your party's levels.
--------------------------------
Base Skills Default Stat
--------------------------------
Strength: 6
Dexterity: 19
Intelligence: 5
Endurance: 14
--------------------------------
Weaponry Skills Default Stat
--------------------------------
Melee Weapons: 9
Pole Weapons: 3
Bows: 18
Thrown Missiles: 11
Hardiness: 3
Defense: 3
Assassination: 0
--------------------------------
Magical Skills Default Stat
--------------------------------
Mage Spells: 0
Priest Spells: 0
Arcane Lore: 2
Potion Making: 1
--------------------------------
Useful Skills Default Stat
--------------------------------
Tool Use: 11
Nature Lore: 6
First Aid: 4
Luck: 3
--------------------------------
Special Skills Default Stat
--------------------------------
Barter 2
Anatomy 3
Unused Skill Points: 8
Default Character Traits: None
-------------------------------------------------------------------------------
5c. Carol the Mage
-------------------------------------------------------------------------------
Carol lives in Gale, and may require a little work to get. Not content with
merely solving one quest, your reputation as a whole must be at least 50 before
she'll deign to join you on your adventures. The sooner you can get her, the
better, because while she won't know all the level 3 magic you've undoubtedly
uncovered thus far, she starts with level 2 in Dispel Barrier! If you stole
the book that teaches level 3 from Ernest, you're in business! Getting her to
join is easy. Just pick the second dialogue option three times. She'll have
a minimum level of 22, and a max of 37, like the rest.
--------------------------------
Base Skills Default Stat
--------------------------------
Strength: 5
Dexterity: 10
Intelligence: 18
Endurance: 11
--------------------------------
Weaponry Skills Default Stat
--------------------------------
Melee Weapons: 3
Pole Weapons: 0
Bows: 0
Thrown Missiles: 8
Hardiness: 0
Defense: 0
Assassination: 0
--------------------------------
Magical Skills Default Stat
--------------------------------
Mage Spells: 21
Priest Spells: 0
Arcane Lore: 22
Potion Making: 17
--------------------------------
Useful Skills Default Stat
--------------------------------
Tool Use: 5
Nature Lore: 16
First Aid: 11
Luck: 0
--------------------------------
Special Skills Default Stat
--------------------------------
Gymnastics 2
Pathfinder 3
Magery 4
Resistance 4
Unused Skill Points: 8
Default Character Traits: None
-------------------------------------------------------------------------------
5d. Miranda the Warrior
-------------------------------------------------------------------------------
Miranda waits in Calloc, and is the strongest of the four recruitable NPCs in
terms of pure power. As you can see from her stats, she is a powerhouse, and
has the Elite Warrior trait to help her hit the game's damage cap with every
attack she makes. Just like Carol, Miranda will join if your reputation is
high enough (I'm not sure of the exact number, but assume it's at least as high
as Carol's) or if you have gained access to the Footracer province. Her Dread
Curse is a major annoyance, but it can be removed by speaking to Ahonar in
Shayder or the priest in the Tower of the Magi. Miranda will have a minimum
level of 30 and a maximum of 37 depending on the average level of your party.
--------------------------------
Base Skills Default Stat
--------------------------------
Strength: 17
Dexterity: 15
Intelligence: 7
Endurance: 13
--------------------------------
Weaponry Skills Default Stat
--------------------------------
Melee Weapons: 14
Pole Weapons: 8
Bows: 3
Thrown Missiles: 12
Hardiness: 4
Defense: 7
Assassination: 10
--------------------------------
Magical Skills Default Stat
--------------------------------
Mage Spells: 0
Priest Spells: 0
Arcane Lore: 3
Potion Making: 8
--------------------------------
Useful Skills Default Stat
--------------------------------
Tool Use: 18
Nature Lore: 10
First Aid: 6
Luck: 0
--------------------------------
Special Skills Default Stat
--------------------------------
Find Herbs 2
Blademaster 3
Anatomy 4
Gymnastics 1
Dread Curse 2
Unused Skill Points: 8
Default Character Traits: Elite Warrior
===============================================================================
6. Example Parties
===============================================================================
-------------------------------------------------------------------------------
6a. The Holy Consortium
-------------------------------------------------------------------------------
As the title may suggest, this is a party composed entirely of priests. While
you lose the benefits of mage power, it's still possible to make it through
the game. Hsska is a big help, but even without him, you can triumph over evil
with just your faith...and some good planning. While you can use mage spells
through scrolls, a true Avernite would stay true to their faith and go it
without the big fireballs and flashy lights. The skills you should improve
are hardiness
Your first priority should be to improve your magic. The priest in Silvar
will bump up your starting priest spells to level 2. This will be sufficient
to get through the first plague so you can get down to the Tower of the Magi
and learn the next level of magic. After this, the next natural step is to
join the Anama on the Isle of Bigail. Not only will they let you have several
high-level priest spells, they'll sell you several alternatives to mage spells,
such as piercing crystals.
Once you get to the golems, however, your strategy should change to improving
your melee ability. The fire golems won't be damaged by your Divine Fire, and
while the demon golems are resistant to almost everything they're not immune,
being technically demons they will be harmed by Repel Spirit level 3. That
spell will be a big help, since demon golems are tough customers.
By the time you reach the alien beasts, you should be using Divine Retribution
before they can get up close and tear your face off.
-------------------------------------------------------------------------------
6b. Archers Aplenty
-------------------------------------------------------------------------------
This is an interesting party type. With it, your entire party should consist
of archers. You should not use melee or magic attacks unless somehow forced
into it by the enemy. Archers can't cast magic, but they can use scrolls,
wands and other magical tools when needed.
The primary problem with this party is keeping it flush with ammo, whether it
be arrows or bolts. Fortunately, the money that would have gone to powerful
melee weapons can be spent on the much cheaper arrows/bolts. It will also have
to go toward healing potions/elixirs, since without priest spells, you'll have
no other source of healing.
During the slime plague, stock up on Bolt of Fire scrolls and Wands of Bolts.
You'll need them to blow up the slime pools. Afterwards, your priority should
be to join the Anama. Without magic, you'll need to invest quite a bit in
their crystals and potions.
-------------------------------------------------------------------------------
6c. Magical Mischief
-------------------------------------------------------------------------------
The opposite of the all-priests, this is all mages. This is harder than you
may think, however. Because all you'll use is magic, you'll need to improve
the Defense skill as much as possible in order to avoid enemy melee attacks.
You'll also require loads and loads of energy potions to power your spells.
For this purpose, at least one of your characters should have a good deal of
potion making skill so you can eventually brew your own. You'll also need
many, many healing potions. Like all-archers, going through the game without
such spells as Mass Healing can be tricky.
Learning Magery should be a constant necessity. Erika's lessons are expensive,
but they'll make you quite powerful. While early on magic may wipe out all the
low-level monsters you come across, later on you'll need high intelligence and
Magery to make your spells strong enough to defeat the golems and alien beasts.
-------------------------------------------------------------------------------
6d. The Lone Hero
-------------------------------------------------------------------------------
Ah, the glories of the lone adventurer, wandering the earth in search of fun and
danger. The singleton must be everything and nothing, a jack of all trades.
For a singleton, the best trait to have is Divinely Touched. You'll gain a
little bit of all the other traits, which can help you much more than any single
trait. However, bear in mind you still can't cast high-level spells while
wearing encumbering armor without Natural Mage. These two traits will give you
a 65% XP penalty on top of any racial penalties. However, you'll also gain a
ton of XP just for going through the game by your lonesome.
There's a lot of options for a singleton. You should plan ahead how you want
to start out, and what you want to be at the end of the game. Something to
keep in mind is that at the beginning, Ice Lances will kill pretty much any
monster you come across, but once you hit the troglos and giants, you'll need
physical might to back up your magic. The golems and alien beasts are your
biggest challenge due to their number and various immunities.
Obviously a singleton will want the best equipment possible. The radiant slith
spear in Upper Avernum is literally the most powerful weapon you'll find till
much later in the game. However, it's guarded by a shambler, which will very
likely kill you unless you're already powerful. An alternate weapon is the
Mithril Blade, which can be gotten in Lennus. Take on Arion's quest to get the
unusual metal, but instead of returning it, take it to Lennus in the northeast
tip of the Karnold province. Pay the blacksmith there 1000 coins to turn it
into the Mithril Blade, which will give you +1 to your AP, among other nice
skill bonuses.
As for armor, the crafted chain mail in the goblin lair is both strong and only
carries a 15% attack penalty. Later on, such armors as Icy Chain Mail and
various magical robes should be used depending on the situation. The Mithril
Woven Robe is a tough piece of cloth, and will protect you from petrification.
If you're using the Radiant Slith Spear, the Crystal Imbued Shield will give
you a lot of protection and some bonuses to your skills.
Naturally, you'll want to get the legendary items as soon as possible. The
recipe for knowledge brew should be gotten first, since the mad monks aren't
quite as tough as the guards for the other items. Brew up as much of it as
you can to improve your skills, then tackle the other items. Pachtar's Plate
is the most powerful armor in the game without question, but is also well-
guarded. The Black Halberd, the best pole weapon (and arguably the best weapon
overall) should be next. The Rakshasi guarding it are strong and have lots
of annoying spells, but the 20% resistance granted by Pachtar's Plate will help.
After this, your target should be the Fury Crossbow. This item is guarded by
Dark Wyrms, who are incredibly strong and have a powerful breath weapon.
However, the combined resistance of the first two legendary items will help
you survive. Finally, the Ring of Endless Magery will be your last quest. By
this time you should have a natural 6AP due to the bonuses on Pachtar's Plate
and the Fury Crossbow, plus a ton of skill bonuses. You'll need them, because
your SP will constantly be sapped while you run for the ring.
-------------------------------------------------------------------------------
6e. The Weaklings
-------------------------------------------------------------------------------
I thought this was an interesting idea. Each member of your party must have
the Brittle Bones and Sickness Prone character traits. This will cause them to
take extra damage from melee attacks, something that can be devastating in this
game. Not only that, but the latter trait will make sure your priests always
have something to do.
This party type has no restrictions besides this trait, but it really doesn't
need any. The extreme XP bonus you'll get from the two traits will help, but
what you really need is some strong armor. Unfortunately, any mage you may
have will have to stay far, far away from battle, since you won't be able to
take the Natural Mage trait that'll allow him/her/it to use the high-level
armor.
Obviously, curing potions/elixirs are a must, along with as much Heroic Brew as
you can get. Invulnerability potions/elixirs are also helpful, and will keep
you sufficiently alive long enough to deal out damage. Don't forget the Balm
of Life for restoring your dead party members. Also, Endurance will be your
most useful skill, as more HP = longer life.
===============================================================================
6. Acknowledgements
===============================================================================
Thanks to you, the reader and gamer, for taking the time to read my faq.
Thanks so much to Jeff Vogel of Spiderweb Software (http://www.spidweb.com)
for preserving old-school gameplay in this and other fantastic titles.
And finally, thanks to CJayC and Gamefaqs for hosting this guide.
===============================================================================
7. Copyright Info
===============================================================================
This file is Copyright (c)2002-2004 to its respective author, namely myself.
All rights reserved.
This file may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission, except www.gamefaqs.com. Use of
this guide on any other web site or as a part of any public display is strictly
prohibited, and a violation of copyright.